服务端(Go): - GM 塞背包/带属性装备发放:在线角色推送 op14 增量物品行,背包实时刷新,无需回角色选择界面 - GM 改金币/改等级:去掉在线拒绝,落库后推送 op14 钱包/op37 等级状态,在线实时刷新 - 等级端点统一切换到新版 GMSetCharacterLevel(自带在线刷新) - 无限/锁死疲劳模式 + 燃烧疲劳:每房间消耗 2 点、打怪与通关经验双倍 - 燃烧疲劳开关时给所有在线角色推送系统提示(op12 mode 0) - 深渊史诗掉率:GM 全局倍率 + 城镇增益药剂窗口倍率,真实接入掉落结算 启动器(Python/JS): - 标题栏自绘、窗口 1204x717、禁止拖拽改大小、仅最小化/关闭 - GM 工具:疲劳与燃烧、深渊史诗掉率、拍卖行上架(单一定价对齐) - 拍卖行上架前端对齐服务端单一价格语义,修复 400 报错
56 lines
2.0 KiB
Go
56 lines
2.0 KiB
Go
package dnfbridge
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import (
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"longheng.io/server/internal/modules/dnf/dnfenum"
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)
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// handleDungeonMissionCheckSuccess recognizes the exact current-EXE request
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// without inventing the dungeon-mission reward that its class-1 response must
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// carry. Current EXE sub_1DBAE90 proves the success payload is
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// missionSuccess=1 followed by a real item-template ID. The bridge has no
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// active op558 mission instance or authoritative reward source yet, so it must
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// expose the missing evidence rather than send a fake item ID or conflate this
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// general dungeon side-mission ACK with room gates or return-town.
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func (s *Service) handleDungeonMissionCheckSuccess(session *gameSession, body []byte) error {
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if session == nil {
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return nil
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}
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if len(body) != 0 {
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s.logGameEvent(session, "game-dungeon-mission-check-success-blocked",
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"body_len", len(body),
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"reason", "current_exe_op560_body_must_be_empty")
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return nil
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}
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session.dungeon.mu.Lock()
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defer session.dungeon.mu.Unlock()
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runtime := session.dungeon.runtime
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if runtime == nil || runtime.Session == nil {
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s.logGameEvent(session, "game-dungeon-mission-check-success-deferred",
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"char_id", session.selectedCharacterID,
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"request_msg_id", uint16(dnfenum.CmdPacketDungeonMissionCheckSuccess),
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"classification", 1,
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"body_len", len(body),
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"runtime_owned", false,
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"response_sent", false,
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"reason", "active_dungeon_mission_reward_source_missing")
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return nil
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}
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snapshot := runtime.Session.Snapshot()
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s.logGameEvent(session, "game-dungeon-mission-check-success-deferred",
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"char_id", session.selectedCharacterID,
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"request_msg_id", uint16(dnfenum.CmdPacketDungeonMissionCheckSuccess),
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"classification", 1,
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"body_len", len(body),
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"dungeon_id", snapshot.Run.DungeonID,
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"maze_index", snapshot.Run.MazeIndex,
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"room", snapshot.Run.Current.String(),
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"map_id", snapshot.Scene.Map.Map.ID,
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"run_status", snapshot.Run.Status,
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"runtime_owned", true,
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"boss_die_check_accepted", runtime.bossDieCheckAccepted,
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"response_sent", false,
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"reason", "active_dungeon_mission_reward_source_missing")
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return nil
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}
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